[Scummvm-git-logs] scummvm master -> ba322371ce1859923b3eeb6960ba98f8df85b70a

aquadran noreply at scummvm.org
Sun Oct 13 13:01:18 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
ba322371ce WINTERMUTE: Rename variable to original name


Commit: ba322371ce1859923b3eeb6960ba98f8df85b70a
    https://github.com/scummvm/scummvm/commit/ba322371ce1859923b3eeb6960ba98f8df85b70a
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-10-13T15:01:13+02:00

Commit Message:
WINTERMUTE: Rename variable to original name

Changed paths:
    engines/wintermute/base/gfx/base_renderer3d.cpp
    engines/wintermute/base/gfx/base_renderer3d.h
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp


diff --git a/engines/wintermute/base/gfx/base_renderer3d.cpp b/engines/wintermute/base/gfx/base_renderer3d.cpp
index 4e6379a158a..b26d8b4a624 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.cpp
+++ b/engines/wintermute/base/gfx/base_renderer3d.cpp
@@ -92,15 +92,15 @@ void BaseRenderer3D::project(const Math::Matrix4 &worldMatrix, const Math::Vecto
 	Math::Vector3d windowCoords;
 	Math::Matrix4 modelMatrix = tmp * _lastViewMatrix;
 	int viewport[4] = { _viewport3dRect.left, _height - _viewport3dRect.bottom, _viewport3dRect.width(), _viewport3dRect.height()};
-	Math::gluMathProject(point, modelMatrix.getData(), _projectionMatrix3d.getData(), viewport, windowCoords);
+	Math::gluMathProject(point, modelMatrix.getData(), _projectionMatrix.getData(), viewport, windowCoords);
 	x = windowCoords.x();
 	// The Wintermute script code will expect a Direct3D viewport
 	y = viewport[3] - windowCoords.y();
 }
 
 Math::Ray BaseRenderer3D::rayIntoScene(int x, int y) {
-	Math::Vector3d direction((((2.0f * x) / _viewport3dRect.width()) - 1) / _projectionMatrix3d(0, 0),
-	                        -(((2.0f * y) / _viewport3dRect.height()) - 1) / _projectionMatrix3d(1, 1),
+	Math::Vector3d direction((((2.0f * x) / _viewport3dRect.width()) - 1) / _projectionMatrix(0, 0),
+	                        -(((2.0f * y) / _viewport3dRect.height()) - 1) / _projectionMatrix(1, 1),
 	                        -1.0f);
 
 	Math::Matrix4 m = _lastViewMatrix;
diff --git a/engines/wintermute/base/gfx/base_renderer3d.h b/engines/wintermute/base/gfx/base_renderer3d.h
index baee2675179..3466ba6430d 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.h
+++ b/engines/wintermute/base/gfx/base_renderer3d.h
@@ -120,8 +120,8 @@ public:
 
 protected:
 	Math::Matrix4 _lastViewMatrix;
-	Math::Matrix4 _projectionMatrix3d;
 	Rect32 _viewport3dRect;
+	Math::Matrix4 _projectionMatrix;
 	float _fov;
 	float _nearClipPlane;
 	float _farClipPlane;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 45d39fe173e..d4967eefb36 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -346,12 +346,12 @@ bool BaseRenderOpenGL3D::setProjection() {
 	glMatrixMode(GL_PROJECTION);
 	glLoadIdentity();
 	glFrustum(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
-	glGetFloatv(GL_PROJECTION_MATRIX, _projectionMatrix3d.getData());
+	glGetFloatv(GL_PROJECTION_MATRIX, _projectionMatrix.getData());
 
-	_projectionMatrix3d(0, 0) *= scaleMod;
-	_projectionMatrix3d(1, 1) *= scaleMod;
+	_projectionMatrix(0, 0) *= scaleMod;
+	_projectionMatrix(1, 1) *= scaleMod;
 
-	glLoadMatrixf(_projectionMatrix3d.getData());
+	glLoadMatrixf(_projectionMatrix.getData());
 
 	glMatrixMode(GL_MODELVIEW);
 	return true;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index dad038af730..3553eac5035 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -315,7 +315,7 @@ void BaseRenderOpenGL3DShader::displayShadow(BaseObject *object, const Math::Vec
 		_flatShadowMaskShader->setUniform("lightViewMatrix", lightViewMatrix);
 		_flatShadowMaskShader->setUniform("worldMatrix", shadowPosition);
 		_flatShadowMaskShader->setUniform("viewMatrix", _lastViewMatrix);
-		_flatShadowMaskShader->setUniform("projMatrix", _projectionMatrix3d);
+		_flatShadowMaskShader->setUniform("projMatrix", _projectionMatrix);
 		_flatShadowMaskShader->setUniform("shadowColor", _flatShadowColor);
 
 		glBindBuffer(GL_ARRAY_BUFFER, _flatShadowMaskVBO);
@@ -442,10 +442,10 @@ bool BaseRenderOpenGL3DShader::setProjection() {
 
 	float top = _nearClipPlane * tanf(verticalViewAngle * 0.5f);
 
-	_projectionMatrix3d = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
+	_projectionMatrix = Math::makeFrustumMatrix(-top * aspectRatio, top * aspectRatio, -top, top, _nearClipPlane, _farClipPlane);
 
-	_projectionMatrix3d(0, 0) *= scaleMod;
-	_projectionMatrix3d(1, 1) *= scaleMod;
+	_projectionMatrix(0, 0) *= scaleMod;
+	_projectionMatrix(1, 1) *= scaleMod;
 	return true;
 }
 
@@ -666,17 +666,17 @@ bool BaseRenderOpenGL3DShader::setup3D(Camera3D *camera, bool force) {
 
 	_xmodelShader->use();
 	_xmodelShader->setUniform("viewMatrix", _lastViewMatrix);
-	_xmodelShader->setUniform("projMatrix", _projectionMatrix3d);
+	_xmodelShader->setUniform("projMatrix", _projectionMatrix);
 	// this is 8 / 255, since 8 is the value used by wme (as a DWORD)
 	_xmodelShader->setUniform1f("alphaRef", 0.031f);
 
 	_geometryShader->use();
 	_geometryShader->setUniform("viewMatrix", _lastViewMatrix);
-	_geometryShader->setUniform("projMatrix", _projectionMatrix3d);
+	_geometryShader->setUniform("projMatrix", _projectionMatrix);
 
 	_shadowVolumeShader->use();
 	_shadowVolumeShader->setUniform("viewMatrix", _lastViewMatrix);
-	_shadowVolumeShader->setUniform("projMatrix", _projectionMatrix3d);
+	_shadowVolumeShader->setUniform("projMatrix", _projectionMatrix);
 
 	return true;
 }




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